<!--QuoteBegin-Swiftspear+Jul 6 2004, 04:10 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swiftspear @ Jul 6 2004, 04:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Gah, look at my screenshot! I swear to god that has not been edited in any way, and that is looking out of a window on your map. At least rotate the skybox to the point where the SUYF can't be seen the way lost did. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> :O u can rotate sky textures?
<!--QuoteBegin-Meat_Popsicle+Jul 6 2004, 06:59 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Meat_Popsicle @ Jul 6 2004, 06:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Swiftspear+Jul 6 2004, 04:10 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swiftspear @ Jul 6 2004, 04:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Gah, look at my screenshot! I swear to god that has not been edited in any way, and that is looking out of a window on your map. At least rotate the skybox to the point where the SUYF can't be seen the way lost did. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> :O u can rotate sky textures? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I don't know, I haven't so far been able to coax much more than an untexutred box out of hammer, so I'm not the person to be asking. Well, you could probably do the rotation in photo shop... one way or another you should find a way to get those big ugly yellow letters out of the players view in the map.
Just rotate the entire map <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> (Make sure you only do it at 90 degree increments - the grid system in hammer does evil things to geometry when it's rotated by smaller angles).
Just played two rounds on that map and it was pretty nice. Well balanced, nice brushwork, and texturing. However the rounded hallways are horrible for any blinking fade. you fall off the grate again and again and then you're next to it or blink into one of these metal pillars. Then the welding point.. what's the use of it? the vent it closes gets rarely used except you might be a leaping skulk, but still. hmm. And as a last.. r_speeds.. 1200 in the area between <i>The Hitchhiker</i> and <i>The Well</i> and some spots with 1000 in and around <i>The Hitchhiker</i> maybe needs a bit fixing since it's the main fighting area through the first minutes of the game. (Thats all critique if you ever want to release a v2 of the map ) But besides that I have to repeat that it's niceley playable. I like it. Good job <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
edit: You can only "rotate" the skybox by switching the tga's around but whenever I try that, I get pretty much confused <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> so simply editing a sky would be easier.
yeh i think i was in that game as i remember u saying.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> the rounded hallways are horrible for any blinking fade<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> theyre very nice for skulks though, and theres allways the other corridor u can take as a fade which is much easier to get around. i may make the pillars plush with the corridor but seeing as aliens tend to win most rounds anyway i dont think itll help balance it much
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Then the welding point.. what's the use of it?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> the vent makes it possible for aliens to get around the back of marines camping in the hitchhiker (which is so easy to get cheap alien kills in) as well as being a nifty shortcut, it gets used quite a lot and i certainly weld it shut if im a marine
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->r_speeds: some spots with 1000 in and around The Hitchhiker<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> trouble is there isnt really any unnecessary detail in that room. even the massive pillars were made so skulks could run round the back side of em in relatively good cover to the corridors which lead to marine spawn. ill hav a look into it tho <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Why is that map called Teabag?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> HA. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> --- edit: if i do make a v2, i dont wanna label it v2, and seeing as its on rotation on 7 servers allready, having 2 versions floating around is only gonna irritate ppl. yes there is room for improvement but at the same time theres nothing massively wrong with it either.
basically i dont think im gonna release another version unless it gets considered to be an official, then ill even fix the sky texture <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
We added this map a few days ago and so far all we have received back is praise for, would I would say, is the best co_ map. The look and feel of this map combined with the good game play makes the map stand out.
UK Server: 213.228.215.25:27015 e-frag.co.uk | The Monkey Den Custom Selection : UK Server
Hey I played Teabag today for my first time!! Although Spencer (Voogru) was having fun dropping OCs around in a combat map... In return he gave everyone 8000 XP, so in first 3 minutes everyone was onos and JP. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> Then I fell down that vent right below hive as an onos. And I couldn't get out, so voogru did this weird mod thing where he picked me up and threw me (wingardium leviosa! :O). Anyways, good map.
ok ive decided i will release another version today, heres the changelog ---------------------------------------------------------------------------------- * redone the rounded coridors so it should be very easy for rcbots, fades and jetpackers to get around.
* lots of lighting improvements, everythings a bit brighter now (except 'the well' which i restored to its mysterious old self and the hitchhiker ive changed the lighting quite a bit).
* got a beautiful new sky texture, no more of that SUYF crap sprayed across the sky
* added an extra special secret room (probably added another 100k to the bsp but <u>so</u> worth it )
* removed cover round comm chair to make it easier for rines to defend
* ledge on upper vent near hive to give easier access for resting jetpackers
* texture tweakages everywhere, most arent noticeable though
* various entity optimizations
* finally worked out how to make textures scroll (just thought id add that <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->)
* removed 1 of the vents above marine spawn (due to a weird clipping exploit where u culd get into the hull, but no one used it anyway)
if anyones got any suggestions, nows the time, i certainly dont think ill release it again?
GOD MAN! How did you do the light and that grate thing??? it's all brushwork isn't it! ALL BRUSHWORK! DAMN JOU AND YOUR 1337 SKILLS THAT I DO NOT POSSESS! I SHALL SUCK YOR BRAIN!!!!
but anyway, teabags on rotation on about 10 servers but no-ones updated them to the new version yet and i cant ever seem to find the server admin, any ideas?
p.s. anyone found the secret room yet? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
I think that the corridors from the old version were <u>much</u> better even if they did make bots get stuck, on the new ones above I could camp there all day long and a skulk would <b>never</b> get close to me =/ Please undo this change.
Nice sky though <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
<!--QuoteBegin-Kayomani+Jul 18 2004, 01:36 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kayomani @ Jul 18 2004, 01:36 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think that the corridors from the old version were <u>much</u> better even if they did make bots get stuck <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> yes i agree. i must also say that the choice of texture for the flooring is ... well, terrible. I've found that's not a terrific floor texture. it can be used rather seldom as see-through grating. choose something different, preferably something dark in color.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->: as kayo said above change the coridors back unless you want your map to suit bots better than humans :?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
how about a comprimise? reinstate the old floor (the one that doesnt go up to the edges), but leave the walls the same as in the new one (i.e the pillars r now plush with the surrounding wall) as jetpackers and fades were winging crazy about them.
allthough i hav a feelin this is gonna affect the balance back towards the aliens, but im willing to give it a shot as the new versions only made it onto one server so far
OR how about, i do wat i jsut said then but still hav the floor see through, but now ull be able to get under it like in the old versions
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->2: change its name from teabag to co_pine<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
not open for negotiation <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
hmhm since there are two hallways.. one jp/fade friendly, one skulk friendly maybe? I've played the non final version alot of times on my usual server and I must say, that the main fighting area got more and more moved to the marine start hallway. The one with the skulk-grate above, while the two hallways which are being discussed aren't used that often. Still they are used, but the main fighting is on the upper level from hitchhiker to marinestart. I don't know how the plushed pillars in the _final version influence the gameplay. So I'm not sure what I can actually suggest you <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> maybe give the server admins a few more days to actually upgrade the map and then you can get some proper feedback how the plushed hallways influence the gameplay. On my usual server which is PsychoNL's Hangout, I dropped the server admin a note today, to upgrade to the final version. So i guess he'll update to _final tomorrow or so. And then in a few days after it's being played for a couple of times, we'll see how the gameplay changed with the plushed corridors. So my actual suggestion.. (hey i have one now <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->) would be to wait a few more days and see how the new version is accepeted and being played, before starting to change stuff on it again.
edit: Oh I forgot.. in case you gonna do another new version I suggest you to run through your map with gl_wireframe 2 on. There are a few entities, like the table in the hive, which get calculated everywhere on the map. just pointing it out in case you want to do a new version <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
<!--QuoteBegin-Meat_Popsicle+Jul 18 2004, 10:29 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Meat_Popsicle @ Jul 18 2004, 10:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->: as kayo said above change the coridors back unless you want your map to suit bots better than humans :?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
how about a comprimise? reinstate the old floor (the one that doesnt go up to the edges), but leave the walls the same as in the new one (i.e the pillars r now plush with the surrounding wall) as jetpackers and fades were winging crazy about them.
allthough i hav a feelin this is gonna affect the balance back towards the aliens, but im willing to give it a shot as the new versions only made it onto one server so far
OR how about, i do wat i jsut said then but still hav the floor see through, but now ull be able to get under it like in the old versions <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Personally I dont think they are hard to navigate, leave the pillars in but maybe make them half the distance out from the wall. Even with full size pillars the map in general is marein biased.
I liked it the way it was in the initial release. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
My only problem is the "idiot onos stuck in vent under hive" problem, but I don't think there'd be a way to fix that without completely moving the vent. :\
just looked in the ns hulls file and it says <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 32 32 72 64 64 108 32 32 36 <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
does that mean the 64 64 108 is the onos units? alltho i hav a feeling the whole was smaller than 64 * 64 in the original release but onos still got down there if they crouched <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
<!--QuoteBegin-Meat_Popsicle+Jul 19 2004, 04:39 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Meat_Popsicle @ Jul 19 2004, 04:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> just looked in the ns hulls file and it says <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 32 32 72 64 64 108 32 32 36 <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
does that mean the 64 64 108 is the onos units? alltho i hav a feeling the whole was smaller than 64 * 64 in the original release but onos still got down there if they crouched <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Correct, and I've tried getting down there as onos and the only was I was able to do it was by crouching. Thus the "idiot onos" addition. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
doh *smacks forehead* thought of such an obvious solution, just add a ladder outta the hole <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
the new corridors r defs my favourite, ill post a screen in a bit
Comments
:O u can rotate sky textures?
:O u can rotate sky textures? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I don't know, I haven't so far been able to coax much more than an untexutred box out of hammer, so I'm not the person to be asking. Well, you could probably do the rotation in photo shop... one way or another you should find a way to get those big ugly yellow letters out of the players view in the map.
However the rounded hallways are horrible for any blinking fade. you fall off the grate again and again and then you're next to it or blink into one of these metal pillars. Then the welding point.. what's the use of it? the vent it closes gets rarely used except you might be a leaping skulk, but still. hmm. And as a last.. r_speeds.. 1200 in the area between <i>The Hitchhiker</i> and <i>The Well</i> and some spots with 1000 in and around <i>The Hitchhiker</i> maybe needs a bit fixing since it's the main fighting area through the first minutes of the game. (Thats all critique if you ever want to release a v2 of the map )
But besides that I have to repeat that it's niceley playable. I like it.
Good job
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
edit:
You can only "rotate" the skybox by switching the tga's around but whenever I try that, I get pretty much confused <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> so simply editing a sky would be easier.
Why is that map called Teabag?
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> the rounded hallways are horrible for any blinking fade<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
theyre very nice for skulks though, and theres allways the other corridor u can take as a fade which is much easier to get around. i may make the pillars plush with the corridor but seeing as aliens tend to win most rounds anyway i dont think itll help balance it much
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Then the welding point.. what's the use of it?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
the vent makes it possible for aliens to get around the back of marines camping in the hitchhiker (which is so easy to get cheap alien kills in) as well as being a nifty shortcut, it gets used quite a lot and i certainly weld it shut if im a marine
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->r_speeds: some spots with 1000 in and around The Hitchhiker<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
trouble is there isnt really any unnecessary detail in that room. even the massive pillars were made so skulks could run round the back side of em in relatively good cover to the corridors which lead to marine spawn. ill hav a look into it tho <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Why is that map called Teabag?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
HA. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
---
edit: if i do make a v2, i dont wanna label it v2, and seeing as its on rotation on 7 servers allready, having 2 versions floating around is only gonna irritate ppl. yes there is room for improvement but at the same time theres nothing massively wrong with it either.
basically i dont think im gonna release another version unless it gets considered to be an official, then ill even fix the sky texture <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
The look and feel of this map combined with the good game play makes the map stand out.
UK Server:
213.228.215.25:27015 e-frag.co.uk | The Monkey Den Custom Selection : UK Server
*shameless plug <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> *
Anyways, good map.
----------------------------------------------------------------------------------
* redone the rounded coridors so it should be very easy for rcbots, fades and jetpackers to get around.
* lots of lighting improvements, everythings a bit brighter now (except 'the well' which i restored to its mysterious old self and the hitchhiker ive changed the lighting quite a bit).
* got a beautiful new sky texture, no more of that SUYF crap sprayed across the sky
* added an extra special secret room (probably added another 100k to the bsp but <u>so</u> worth it )
* removed cover round comm chair to make it easier for rines to defend
* ledge on upper vent near hive to give easier access for resting jetpackers
* texture tweakages everywhere, most arent noticeable though
* various entity optimizations
* finally worked out how to make textures scroll (just thought id add that <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->)
* removed 1 of the vents above marine spawn (due to a weird clipping exploit where u culd get into the hull, but no one used it anyway)
if anyones got any suggestions, nows the time, i certainly dont think ill release it again?
>>>> <a href='http://www.bios-clan.uk-xtreme.net/Downloads/Meat/co_teabags.zip' target='_blank'>DOWNLOAD ME</a> <<<<
**********************
<img src='http://www.bios-clan.uk-xtreme.net/images/the%20teabag/teabag_final.jpg' border='0' alt='user posted image' />
Damn dude, I love this map!
but anyway, teabags on rotation on about 10 servers but no-ones updated them to the new version yet and i cant ever seem to find the server admin, any ideas?
p.s. anyone found the secret room yet? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
I think that the corridors from the old version were <u>much</u> better even if they did make bots get stuck, on the new ones above I could camp there all day long and a skulk would <b>never</b> get close to me =/ Please undo this change.
Nice sky though <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
yes i agree. i must also say that the choice of texture for the flooring is ... well, terrible. I've found that's not a terrific floor texture. it can be used rather seldom as see-through grating. choose something different, preferably something dark in color.
I love this map, 2 things to change:
1: as kayo said above change the coridors back unless you want your map to suit bots better than humans :?
2: change its name from teabag to co_<a href='http://dictionary.reference.com/search?q=pine' target='_blank'>pine</a>
how about a comprimise? reinstate the old floor (the one that doesnt go up to the edges), but leave the walls the same as in the new one (i.e the pillars r now plush with the surrounding wall) as jetpackers and fades were winging crazy about them.
allthough i hav a feelin this is gonna affect the balance back towards the aliens, but im willing to give it a shot as the new versions only made it onto one server so far
OR how about, i do wat i jsut said then but still hav the floor see through, but now ull be able to get under it like in the old versions
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->2: change its name from teabag to co_pine<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
not open for negotiation <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
*** NEED INPUT PLEASE ***
one jp/fade friendly, one skulk friendly maybe?
I've played the non final version alot of times on my usual server and I must say, that the main fighting area got more and more moved to the marine start hallway. The one with the skulk-grate above, while the two hallways which are being discussed aren't used that often. Still they are used, but the main fighting is on the upper level from hitchhiker to marinestart.
I don't know how the plushed pillars in the _final version influence the gameplay. So I'm not sure what I can actually suggest you <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
maybe give the server admins a few more days to actually upgrade the map and then you can get some proper feedback how the plushed hallways influence the gameplay. On my usual server which is PsychoNL's Hangout, I dropped the server admin a note today, to upgrade to the final version. So i guess he'll update to _final tomorrow or so. And then in a few days after it's being played for a couple of times, we'll see how the gameplay changed with the plushed corridors.
So my actual suggestion.. (hey i have one now <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->) would be to wait a few more days and see how the new version is accepeted and being played, before starting to change stuff on it again.
edit:
Oh I forgot.. in case you gonna do another new version I suggest you to run through your map with gl_wireframe 2 on. There are a few entities, like the table in the hive, which get calculated everywhere on the map. just pointing it out in case you want to do a new version <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
how about a comprimise? reinstate the old floor (the one that doesnt go up to the edges), but leave the walls the same as in the new one (i.e the pillars r now plush with the surrounding wall) as jetpackers and fades were winging crazy about them.
allthough i hav a feelin this is gonna affect the balance back towards the aliens, but im willing to give it a shot as the new versions only made it onto one server so far
OR how about, i do wat i jsut said then but still hav the floor see through, but now ull be able to get under it like in the old versions <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Personally I dont think they are hard to navigate, leave the pillars in but maybe make them half the distance out from the wall. Even with full size pillars the map in general is marein biased.
yes or no? (for the hammer noobs out there the blue bits will be transparent in game)
My only problem is the "idiot onos stuck in vent under hive" problem, but I don't think there'd be a way to fix that without completely moving the vent. :\
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does that mean the 64 64 108 is the onos units? alltho i hav a feeling the whole was smaller than 64 * 64 in the original release but onos still got down there if they crouched <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
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does that mean the 64 64 108 is the onos units? alltho i hav a feeling the whole was smaller than 64 * 64 in the original release but onos still got down there if they crouched <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Correct, and I've tried getting down there as onos and the only was I was able to do it was by crouching. Thus the "idiot onos" addition. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
The onos uses the human hull when they crouch.
Btw I saw the secret room with the help of noclip xD can you give me a hint to how to properly get to it ?
the new corridors r defs my favourite, ill post a screen in a bit
<img src='http://www.bios-clan.uk-xtreme.net/images/the%20teabag/corr2.jpg' border='0' alt='user posted image' />